Succubi Paragon (3.5e Racial Paragon Class)

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Succubi Paragon[edit]

This is for those with a known past of Succubi/Incubi, they can tap into their charisma and beauty to a greater extent. For males, this would be effectively called the 'Incubi paragon'.

Making a Succubi Paragon[edit]

This paragon takes advantage of heightened charisma and some succubi-esque features.

Abilities: Charisma is most important. Dexterity and/or Constitution would come in second.

Races: Those with known succubi heritage would take this class. This could be virtually any humanoid race (including monstrous humanoid).

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: Simple.

Table: The Succubi Paragon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +1 +1 +1 Succubi Grace +1 to existing arcane spellcasting class
2nd +2 +2 +2 +2 Corrupted Summons +1 to existing arcane spellcasting class
3rd +3 +3 +3 +3 Energy Drain +1 to existing arcane spellcasting class

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Succubi Paragon.

Weapon and Armor Proficiency: All simple weapons, no armor/shields

Spellcasting: At every level, the Succubi Paragon gains a level towards caster level/spell level to a spellcasting class of the player's choice. If the character does not have one at the first level, the player must pick one (Recommended: Sorcerer). This stacks with other sources that would improve caster level/spell level such as levels in the class. They do not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that Succubus paragon levels are added to the selected spellcasting class level, then determines spells per day and caster level accordingly.

Succubi Grace (Su): At 1st level, the Succubi Heritor adds a Charisma Bonus to Armor Class (Or +1, whichever is better). Any situation that denies Dexterity to armor class also denies this class feature. If the succubi heritor does not wear any armor, add an additional +1 to the bonus. If the clothing worn denotes exposure in key locations (Cleavage, stomach, and thighs for female. Shirtless for male), an additional +1 stacked with the other bonuses. If another feature already adds charisma bonus, treat the +1 as the better value. The succubi Paragon also gain the Succubus Heritor as a free feat at this level.

Corrupted Summons (Sp): At 2nd level, when a creature is summoned through any spells/spell-like abilities, the alignment matches the summoner. Those without the Fiendish template, the summoned creature gains a demonic descriptor and its alignment . Those that possess the Fiendish descriptor gains a +2 to all saves and +1 to Armor Class while summoned, and the fiendish creature remains summoned an additional number of rounds equal to Succubus Heritor Levels.

Energy Drain (Su): At 3rd level, the Heritor drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. However, this does not cause the suggestion spell like those of their heritage, but does leave the victim feeling as if they have had a plesant experience. The negative level can be avoided by a Will Save of (13 + Charisma Modifier). The victim can also shake off the negative level with a Will Save of 21 any time after 1 round (6 seconds) of the kiss. Alternatively, if the Succubi Paragon qualifies for the True Succubus Kiss Feat and takes it, this feature instead changes to the point to where it increases the number of times the feat's feature can be used to an at will action and the 'Special' is completely ignored (meaning no will save needed to control the ability, possess full control).

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